#pragma once
#include "d3dx11effect.h"
#include "DXUT.h"
class RenderToTexture
{
public:
	RenderToTexture();
	~RenderToTexture();

	bool Initialize(ID3D11Device*, int, int);
	void Release();

	void SetRenderTarget(ID3D11DeviceContext*, ID3D11DepthStencilView*);
	void ClearRenderTarget(ID3D11DeviceContext*, ID3D11DepthStencilView*, float*);
	ID3D11ShaderResourceView* GetShaderResourceView();

private:
	ID3D11Texture2D* m_renderTargetTexture;
	ID3D11RenderTargetView* m_renderTargetView;
	ID3D11ShaderResourceView* m_shaderResourceView;
};
